RimWorld

RimWorld

Preemptive Strike (Fork)
435 Comments
[Z]ebra Mar 17, 2023 @ 6:30pm 
For me using this mod makes pawns unable to refuel anything (coolers, campfires, and so on)
Komissar Rudinov Nov 5, 2022 @ 4:26pm 
Good news, boys! Ogliss posted an update!
https://steamcommunity.com/sharedfiles/filedetails/?id=2884952468
Dark Nov 3, 2022 @ 6:41am 
Thanks for all the time and effort you put into this. Shame about 1.4 but good luck with Rim War!
Dizzy Ioeuy Nov 2, 2022 @ 8:23pm 
Author went to rimwar. Sort of a loss. RimWar is not better than this.. Hoping MLIE will get this one rolling again.
Catch Lightning Oct 30, 2022 @ 11:29am 
After playing with Rim War I've decided I liked this better. Hope someone picks it up. Rimwar is just too much.
King Doom Oct 24, 2022 @ 11:50am 
Thanks for all the time and effort you put into this.
Pheace Oct 24, 2022 @ 8:19am 
Thank you for the time put in, really enjoy(ed) this mod!
Lt. Bob  [author] Oct 23, 2022 @ 9:03am 
I have switched to using "Rim War" so I don't plan on updating the code at this time.
I just pushed the final/current code onto github though so anyone can feel free to pick up where I left off.
P@PI Oct 21, 2022 @ 4:20pm 
1.4 update ?:steamthis:
Geeron Oct 20, 2022 @ 7:00am 
I made a Russian translation, how can I add it to your mod?
Lt. Bob  [author] Oct 16, 2022 @ 11:11pm 
@Logan: I'll update the code on Github with the current code.
sidfu1 Oct 7, 2022 @ 10:27am 
might want to remove the research req for the primitive tower as its usless a you get in along with medival tower. so remove its reserach requiment and rename the primitive tech to medival tech
Rictus Erectus Sep 8, 2022 @ 11:10am 
I also seem to be getting double raids, similar to psiondoodler's comment
skycrossercat Sep 4, 2022 @ 1:00am 
Drop pod warning show up at the exact time as the raid arrives, is this because the tower still need spotter to operate to receive early warning, or just a bug?
Tec Aug 31, 2022 @ 1:27pm 
correction, had the dot show up on the map during a save, just happened to check the world map and there is was.
Bobibobibu Jul 21, 2022 @ 8:42am 
Sometimes a raid will arrive and just leave, without even the warning sound and letter. My guess that it is related to renegotiate and/or convince slow down.
Seven Jul 19, 2022 @ 9:55pm 
I like the mod, however, I can never get my pawns to use the towers no matter what I do. Am I doing something incorrectly?
Tec Jul 2, 2022 @ 4:26am 
i think the dot showing up only happens upon loading a save with a hidden crowd on the way.
Tec Jul 2, 2022 @ 4:17am 
crowd*
Tec Jul 2, 2022 @ 4:17am 
also when a crows is headed towards you but youve not detected it, the dot shows up in the center of the screen and follows where you look.
Tec Jul 2, 2022 @ 3:02am 
Not sure if your still updating this, but there is a bug when going to map. Its the only mod ive added that adds anything caravan wise.

[HugsLib][ERR] caravanVisual caused an exception during OnUpdate: System.NullReferenceException: Object reference not set to an instance of an object
at caravanVisual.core.Update () [0x00012] in <0683b1f9a9aa402c9b8c90f68bb761b5>:0
at HugsLib.HugsLibController.OnUpdate () [0x0003d] in <a56dbe2cf5184fe991f5fb736b3081b0>:0

not got any detected caravans right now, havnt even built a tower yet, but happens whenever i load the world map. The caravans do appear once detected though.
Logan Jun 10, 2022 @ 4:16pm 
Looks like you haven't pushed your changes to Github in a while. The 1.3 branch is even with the 1.2 branch. Any chance you could update the GH copy?
PhonyStuff Radio Jun 8, 2022 @ 2:48pm 
I gave a temp colonist away to not have a raid happen but there is no colonist kidnapped mood debuff or anything relating to that colonist anymore, could you make it so at least a debuff happens? It seems cheap that I could give away a temporary colonist that was leaving in 1 day to stifle a raid with no punishment.
ArmoredStone May 6, 2022 @ 2:01pm 
I second Prototyp_002's request for a patch with Real Fog of War. I have been wanting both mods but it's just impractical as it is :(
Prototyp_002 Apr 26, 2022 @ 3:52am 
A compatibility with this mod would be cool:
https://steamcommunity.com/sharedfiles/filedetails/?id=2559045153

There are watch-towers, but to negate the fog of war on the map.
with both mods enabled, you would have to reserach and build 2 different watch towers at the same time for different purposes.
whenwrašk Mar 9, 2022 @ 4:03pm 
is there any functionality with "Vanilla Furniture Expanded - Security Module"'s artillery? being able to preemptively bombard incoming raids?
JAS Mar 6, 2022 @ 4:58am 
getting double raids with one hour between them. haven't built any towers or anything yet, just every raid is followed by an identical raid from the same faction, same makeup(shooters/melee etc) but different pawns.
Famous5000 Jan 25, 2022 @ 10:57pm 
Having an interesting mod configuration issue. It seems like not all of the settings are showed regardless of what theme I'm using in RimThemes, and it seems like there's more config options that I can't see.
Lurmey Jan 23, 2022 @ 4:52am 
I'm pretty sure this mod has some incompatibility with the new Vanilla Outposts Expanded, I keep getting raids predicted to arrive at my colony but then the second they're supposed to arrive, it says the raid occurred on my mining outpost and when unpausing, the outpost battle is immediately won without any combat. No raid ever spawned on the main colony.
Miguel V-DF Jan 22, 2022 @ 4:01pm 
does this mod still have problems with Rimatomics and Hospitality?
Lt. Bob  [author] Jan 20, 2022 @ 7:15am 
Using "Hate me"'s advice, I have recoded the stand guard code to be less performance intensive. Everything seems to be working on a new game but because of the way the changes work, it will require work for existing saves.
I will roll out the update this weekend; If you've got an ongoing game, I recommend creating an offline backup of the current version in case it messes with the save.
The other option, which should work, is once you have the new version: destroy all detecting buildings then build them back.
axl Jan 15, 2022 @ 11:36pm 
@clover thanks for the clarification!
🍀clover🍀 Jan 12, 2022 @ 3:45pm 
@acksel01 thats sort of a bug, its the event moving towards you, but you don't have any recon stuff yet so it can't put it on the map. it defaults to the center of the screen, if you click on it you'll see it says "unidentified crowd: moving towards [colony]". technically it should be hidden but i think its not terribly unbalanced, since there's no notification meaning you usually wouldn't notice it and it kinda rewards you for checking the world map often with knowing a group is going to arrive soon without knowing any details (hostile/friendly, size, etc)
axl Jan 11, 2022 @ 5:26pm 
idk if this is a bug or not but everytime i check the world, theres always this white unidentified circle thats always in the middle of my screen. even when im panning across the world it still follows the middle of the screen.
🍀clover🍀 Dec 25, 2021 @ 6:48pm 
jeez that's specific, thanks!
Mersid Dec 25, 2021 @ 2:57pm 
You can click and drag it, but only on the edges. If your mouse is on the edge and the clipboard is not highlighted in blue, then you can click+drag to move it.
🍀clover🍀 Dec 24, 2021 @ 6:04pm 
the security report i mean, how do i move it
🍀clover🍀 Dec 24, 2021 @ 6:03pm 
does anyone know how to move the clipboard from the middle top of the screen? it's really annoying
Tommy Gray x Land Raider Dec 7, 2021 @ 5:42pm 
I wish someone could do Preemptive Strike Revived, with a few new things to this:
New Features:
New Interactions with friendly groups:
Acknowledge Party - announce that you are aware of them, results in the pawn gaining a small xp gain to social but can only be done once per group.
Announce you're prepared - tell a hostile raiding party you're ready to face them. This may cause them to speed up their approach to your colony. Your defender's may not have to wait as long for them.

Compatibility with many other mods, such as factional war.


New Sub-Mods:
Meteorology and Doppler Radar: ability for the colony to predict upcoming weather changes, weather related events, and even psychic drones (These picked up by Doppler Radar structure).
Lurmey Dec 1, 2021 @ 11:20am 
Yeah sadly I don't think this is working for a vast majority of the raid incidents I'm getting :(

I have the radar running 24/7 and still get sieges and breacher raids etc out of nowhere without the radar ever picking them up, meaning this mod is seeing that as a non-raid event and skipping it.

Trade caravans, passers-by and travelers/visitors still get caught by the mod curiously.
Lurmey Nov 19, 2021 @ 3:14pm 
I'm getting raids that are bypassing PES and the message in the log says it's unsupported, however it's seemingly a normal tribal raid? One of those "Unusually clever in their tactics" ones.

Can you help?

Log refused to upload normally so here:
Save: https://1drv.ms/u/s!AqPqejSYPlgPoTlb0MXeRxRk0Rc3?e=K4ifro
Log: https://1drv.ms/u/s!AqPqejSYPlgPoTjfs0AoDsxS1-xY?e=auUN8W
indrageerts Nov 13, 2021 @ 10:53am 
Vincent Reyes
You dont see drop pods early because they are literally dropping from space. Your towers and telescopes spot ground troops, not incoming missiles loaded witg soldiers.
Akahige Nov 7, 2021 @ 12:12am 
These "Raids and Sieges" appear to not leave like.... Ever.
Akahige Nov 3, 2021 @ 6:49pm 
I think this mod kept causing 'raids' and 'sieges' to spawn but they were full of friendly forces from friendly factions.
Bane882266 Oct 27, 2021 @ 1:52am 
I have not tried that but I don't think so.
g0jira Oct 27, 2021 @ 1:19am 
does pawns are able to shoot from towers? with enchanted stats as shooting from above?
Bane882266 Oct 26, 2021 @ 1:50am 
Not to view the maps screen only to get notifications for incoming raids. I recommend you rush radar as you don't need to have someone constantly on the lookout.
VolatileGlitchAviator Oct 12, 2021 @ 8:31pm 
Do you need the towers to see what is on the map?
Hate me Oct 1, 2021 @ 4:59am 
`WorkGiver_PES_StandGuard` tanks quite a lot of perfomance and can be optimised by avoiding checking allBuildings list (as it's actually REALLY HUGE). Instead you can use MapComponent to store all buildings with comps you need, that will add/remove themselves by calling comp's PostSpawn and PostDestroy method. That will result in actually 0 perfomance compared to current.
Vanessa Reyes Sep 23, 2021 @ 4:08pm 
i'm having issue with drop pods not being discovered early. i got drop pod raided multiple time and all times no security report came up. i had a guard stationed at the industrial watchtower, with telescope and search light and it was powered. can i be because the early warning for drop pods is so little due to their speed and therefore i need to install a reconnaissance drone for it to be effective?